Project1
标题:
请问显示金钱的框框哪去了....
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作者:
无心孤云
时间:
2009-2-8 06:39
标题:
请问显示金钱的框框哪去了....
我在站内下了个:KKME整合系统v0.12...
地址是http://rpg.blue/viewthread.php?tid=42748&ntime=2009%2D2%2D7+22%3A38%3A17
但是...我改了好几天后突然发现...为什么没显示金钱的地方....{/ll}{/ll}哪位前辈告诉我下怎么弄出来啊{/ll}{/ll}我看了看脚本.发现好多地方都有的样子..不知道怎么入手...请知道的前辈指导下啊{/ll}
作者:
虚幻死神
时间:
2009-2-8 07:29
你可以选择重新修改...
谁叫你不备份.?
要养成好习惯
作者:
无心孤云
时间:
2009-2-8 18:06
重新修改我不知道该改哪几个脚本参数....{/gg}
不是我没备份的问题啦....是这个整合一下下来就是没显示钱在哪显示的....{/ll}
作者:
「旅」
时间:
2009-2-8 18:45
插入到脚本"Scene_Menu(插件群集)"下面
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 处理物品画面的类。
#==============================================================================
class Scene_Item
def initialize(index)
@cmd_index = index
end
#——— 主处理 ————
def main
cmd = Window_Command_New.new($game_party.actors.size)
cmd.index = @cmd_index
cmd.active = false
# 右边命令窗口
@itemcommand_window = Window_ItemCommand.new
@itemcommand_window.opacity = KKME::MENU_OPACITY
@itemcommand_window.y = 672
@flash_viewport_time = 0
@flash_viewport = Viewport.new(453, 190, 142, 192)
@flash_viewport.z = 9999
@item_command_index = @itemcommand_window.index
# 物品窗口
@itemlist_window = Window_ItemList.new
@itemlist_window.opacity = KKME::MENU_OPACITY
@itemlist_window.active = false
@itemlist_window.set_item(@item_command_index)
@itemlist_window.x = -378
# 帮助窗口
@item_help_window = Window_Help_New.new
@item_help_window.x = -580
@item_help_window.y = 396
@item_help_window.width = 417
@item_help_window.opacity = KKME::MENU_OPACITY
# 金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = -420
@gold_window.y = 396
@gold_window.opacity = KKME::MENU_OPACITY
# 关联帮助窗口
@itemcommand_window.help_window = @item_help_window
@itemlist_window.help_window = @item_help_window
# 目标窗口
@item_target_window = Window_Target.new
@item_target_window.y = 480
@item_target_window.opacity = KKME::MENU_OPACITY
@item_target_window.visible = false
@item_target_window.active = false
# 目标装备窗口
@item_target_window_equip = Window_Target_Equip.new
@item_target_window_equip.y = 480
@item_target_window_equip.opacity = KKME::MENU_OPACITY
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
#—— 主循环 ——
Graphics.transition
# 窗口的滑动
for i in 1..8
@item_help_window.x += 76
@itemcommand_window.y -= 60
@itemlist_window.x += 51
@gold_window.x += 76
if i == 8
@item_help_window.x = 30
@itemcommand_window.y = 190
@itemlist_window.x = 30
@gold_window.x = 470
end
Graphics.update
end
@flash_viewport_time = 20
@flash_viewport.flash(Color.new(255,255,255,255),20)
loop do
Graphics.update
Input.update
# 更新item
update_item_scene
if $scene != self
break
end
end
#—— 释放窗口 ——
# 窗口的滑动
for i in 1..9
@item_help_window.x -= 76
@itemcommand_window.y += 60
@itemlist_window.x -= 51
@gold_window.x -= 76
Graphics.update
end
Graphics.freeze
cmd.dispose
@itemcommand_window.dispose
@itemlist_window.dispose
@item_help_window.dispose
@item_target_window.dispose
@item_target_window_equip.dispose
@flash_viewport.dispose
@gold_window.dispose
end
#—— update的定义 ——
def update_item_scene
@itemcommand_window.update
@itemlist_window.update
@item_help_window.update
@item_target_window.update
@item_target_window_equip.update
if @flash_viewport_time >0
@flash_viewport_time -= 1
@flash_viewport.update
end
if @item_command_index != @itemcommand_window.index
@item_command_index = @itemcommand_window.index
@itemlist_window.set_item(@item_command_index)
end
#—— 当某窗体在active的时候,更新之 ——
if @itemcommand_window.active
item_update_itemcommand
return
end
if @itemlist_window.active
item_update_itemlist
return
end
if @item_target_window.active
item_update_target
return
end
if @item_target_window_equip.active
item_update_target_equip
return
end
end # update的
#————具体更新定义————
def item_update_itemcommand
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Menu.new(@cmd_index)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#————具体更新定义————
def item_update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @item_command_index
return
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
if @item.is_a?(RPG::Item)
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
# 先打开目标窗口的显示,才开始滑动
@item_target_window.visible = true
@item_target_window.active = true
for i in 1..8
@item_target_window.y -= 39
if i==8
@item_target_window.y = 164
end
Graphics.update
end
if @item.scope == 4 || @item.scope == 6
@item_target_window.index = -1
else
@item_target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
end
$scene = Scene_Map.new
return
end
end
return
else
$game_system.se_play($data_system.decision_se)
@itemlist_window.active = false
@item_target_window_equip.set_item(@item)
@item_target_window_equip.visible = true
@item_target_window_equip.active = true
for i in 1..8
@item_target_window_equip.y -= 39
if i==8
@item_target_window_equip.y = 164
end
Graphics.update
end
@item_target_window_equip.index = 0
return
end
end
end
def item_update_target_equip
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window_equip.y += 39
Graphics.update
end
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
@itemlist_window.set_item(@item_command_index)
return
end
if Input.trigger?(Input::C)
target_actor = $game_party.actors[@item_target_window_equip.index]
if target_actor.equippable?(@item) and $game_party.item_can_equip?(target_actor,@item)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
if @item.is_a?(RPG::Weapon)
equip_position = 0
elsif @item.kind == 0
equip_position = 1
elsif @item.kind == 1
equip_position = 2
elsif @item.kind == 2
equip_position = 3
elsif @item.kind == 3
equip_position = 4
end
# 固定装备的情况下
if target_actor.equip_fix?(equip_position)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
target_actor.equip(equip_position,@item.id)
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window_equip.y += 39
Graphics.update
end
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@item_command_index)
else
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
end
end
end
#———— 更新target窗口————
def item_update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window.y += 39
Graphics.update
end
@item_target_window.visible = false
@item_target_window.active = false
@itemlist_window.set_item(@item_command_index)
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @item_target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @item_target_window.index >= 0
target = $game_party.actors[@item_target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@item_command_index)
end
@item_target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
复制代码
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系统信息:本贴获得楼主认可,66RPG感谢您的热情解答~
作者:
无心孤云
时间:
2009-2-8 20:29
谢谢前辈...终于解决了...{/ll}
作者:
fsd54f98s
时间:
2009-2-8 21:59
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